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Created By
Eiji-kun (talk)
Date Created: 10-9-08
Status: Complete
Editing: Please feel free to edit constructively!


Exotic Two-Handed Melee

Cost: 600 gp
Damage (Small): 1d10
Damage (Medium)1: 2d6
Critical: ×4
Range Increment:
Weight2: 10 lbs
Type3: Slashing
HP4: 10
Hardness: 10

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


A Chainsaw is a great tool to have, for sawing wood, or bone...

The chainsaw is a complex tool crafted by gnomes which employs an engine of steam (amd sometimes magic) to drive a belt of blades around a vaguely sword-like projection. It is great for cutting through objects such as logs, and rare adamantine versions chew through solid iron walls. It is not intended to use as a weapon however. Those without proficiency take -6 to attack rolls, while those with proficiency still take -2. It may be used as a tool, proficient or not. All chainsaws are automatically masterwork.

The chainsaw does special things on a natural 1 and a natural 20. On a natural 1, the chainsaw has a 20% chance it may jam. In such a case, the device must be shut off and a Disable Device check of DC 20 is requires to bring the chainsaw back into working order. If the weapon is ever sundered, its fuel explodes, dealing 2d6 fire damage to its user.

On a natural 20 however, the chainsaw has bored into its target. In addition to the critical hit damage, the weapon has a 20% chance of lopping off a limb. Choose randomly from one of the limbs (typically 4 for two arms and two legs). The enemy loses that limb, and takes penalties appropriate. The head is not considered a limb for this purpose (and for balance, as it is not a Vorpal weapon).

Chainsaws gain +2 on Sunder checks and treat the hardness of the object as -2 less than normal (to a minumum of 0). Any enchantment bonus grants another -1 penalty per bonus.

Chainsaws which are not magical require fuel. It consumes 10g in alchemical fuel per encounter or for every minute used outside of battle. This fuel can be crafted with craft alchemy checks, generally distilled from organic sludge like oils.

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